Level Faster in WoW! - New Leveling Meta - What is Dungeon Speed Leveling "Dungeon Zerging"? (Overview)



  • About

    Hi, my name is Caperfin and welcome to my article about Dungeon Speed Leveling. I am know in the community for pushing WoW to its absolute breaking point during my +6 years of playing it and have redefined what classes can do. It is my pleasure to feature the most peculiar and perhaps the most effective way of leveling if given the right amount of effort. In the likely situation a subject is not addressed or poorly please bring it to my attention. I expect the same amount of scrutiny from readers as I have put into writing this article, so don't hold back.


    Introduction

    With the recent WoW Classic discovery of mobs in dungeons rewarding more experience the topic of sticking with dungeons longer for the purpose of leveling has been brought up. However, this is very much an already existing reality on private servers as valid and effective way of levelling. But to approach this type of leveling system half halfheartedly will not yield positive results and fall behind the speed of outside world leveling. This brings me to the next topic.


    What is Dungeon Speed Leveling? or "DSL"?

    This is where the term "Dungeon Speed Leveling" and its implementation comes into play. Essentially, it means continuously performing a dungeon with small or no pauses at all. By all means, it is not for everyone and will require a great deal of effort from everyone in the party.

    There are multiple benefits:

    • Avoid dealing with quest reward items or waiting for quest mobs to respawn in the outside world.

    • Avoid dealing with bugged quests/items.

    • Skip the masses and not have to deal with mob tagging. (Very fustrating and impedes leveling on servers with a large population)

    • A way of refreshing and putting a challenging spin to the monotonous grind of leveling.


    How to succeed at Dungeon Speed Leveling?

    So we've established the fundamentals of this type of leveling. But as the terms suggest "speed" is a very big factor if we want to stay ahead of traditional leveling. I will go into the many ways you can improve you dungeon clearing speed not only in this section but throughout the guide.

    • Find a core group of friends that you like having around. It also helps if they are experienced with World of Warcraft. You should start building a list of friends that share the same passion for this type of leveling. If one of your friends logs off you should have someone to replace them immediately.

    • Voice communication software is very important whether it be Discord or any other VOIP. Something as simple as accidentally pulling a mob can lead to the death of your party if it is not immediately communicated in voice. Also, a great way to socialise with people. Anything from talking about your day, exchange stories, etc...

    • Questing still plays a role in leveling. But a very small one by grabbing quests related to dungeons. However, some quests are not ideal to take as they consume too much time and don't reward merely enough experience. In a later guide I will be addressing which ones you should keep an eye out for.

    • Talents and gear similar to the core ingredients of Dungeon Speed Leveling need to be tailored.


    DSL Class Priority:

    Before moving to classes the Horde faction can start DSL earlier than Alliance because they have access to Ragefire Chasm (Level 10 dungeon). Some classes have situational advantages over others. Let me explain, for a first time player in WoW, the following classes categorised as "Hybrids" allow the player to more easily rectify emergencies/mistakes from themselves or others. Although, they are Hybrids they will most of the time be relegated to the healing role but their spell tookit is what separated them from others. Most of the time there is one of the following classes in a group.

    Healer:

    • Paladin: An Alliance ONLY class but arguably has the most diverse spell toolkit that allows for mistakes.

    • Druid: Passive healing spells, capable of somewhat tanking at a moments notice due to Taunt and capable of resurrecting a player while in combat with Rebirth.

    • Shaman: Unfortunately, nothing stands out when compared to other hybrids.

    A more experienced player/group with an absolute guarantee their party will survive will look to acquire a druid as their ideal healer.

    Now lets look at classes that will be in the front line and receiving most of the damage or better know as tanks. First time players as well as experienced players should consider Warrior above any other tanking class.

    Tank:

    • Warrior: Arguably the best tank for our purposes due to amazing defensive abilities, such as: Last Stand and can remove a shield and equip instead weapons focused on dealing more threat/damage.

    Now let's move to damage dealing focused classes to help us chip away at the mobs health the most effectively.

    Damage:

    • Hunter: Can safely deal damage from a range position and has a pet that can be used as an emergency tank. Can also perform Feign Death if a mob is accidentally pulled and Aspect of the Pack to move through a Dungeon faster. As well as an AOE spell to deal against a pack of mobs through: Volley.

    • Warlock: Can use Soulstone on the tank and apply damage over time spells or "dots" that do not rely on the warlock's spell hit chance. Also, has amazing mana uptime thus faster dungeon clear time due to Life Tap. They can also summon players near a dungeon's entrance as well as and an AOE spell to deal against a pack of mobs through: Rain of Fire.

    • Mage: Is very mobile and offers a plethora of group utility, ex: Polymorph, Frost Nova, Ice Block, etc.. all the while providing reliable damage and an AOE spell to deal against a pack of mobs through:: Blizzard.

    • Warrior: Great group utility through damage bolstering spells, Battle Shout, Demoralizing Shout, etc.. and an AOE spell to deal against a pack of mobs through: Cleave. However, they have a lack of hit chance when Dual Wielding thus it is suggested to equip a 2 handed weapon.

    • Rogue: Sadly falls short, because of a lack of group utility but offers great single target damage.


    Talents:

    Talents will often reflect the players level of expertise with the game. You will see players cater to survival related talents/tree if they are new to the game. While more adept individuals look to increase damage and movement speed.


    Professions:

    What can we take as a profession to optimise our DSL? New players should look to acquire First Aid as a form of healing other party members in a pinch. Because we're all about speed, I don't suggest any gathering professions that require you to stop for a while. The same goes for main profession with the exception Enchanting which allows you to Disenchant items at anytime.


    Popular Group Compositions

    Having an ideal group composition can help us make sure there are no redundancies and downsides.

    New players:

    • Warrior Tank, Paladin Healer, Mage, Warlock and Hunter.

    Experienced Players:

    • Warrior Tank, Druid Healer, Rogue, Warlock and Hunter.

    Very Experienced Players:

    • Level 20 and above

      • Druid Tank, Shaman Damage w/Healing Stream Totem, x2 Rogues and Warrior Damage. On the Alliance the Shaman is replaced by Paladin Damage.
         
    • Level 30 and above

      • Druid Tank, Paladin Damage w/Seal of Light, x2 Rogues and Warrior Damage. Paladin is replaced by a Shaman Damage w/Healing Stream Totem.
         
    • Post level 40

      • Druid Tank, Paladin Damage w/Seal of Light, x2 Rogues and Hunter. This group has access to Aspect of the Pack from the hunter which increased run speed. It is possible to replace a Paladin who doesn't own Pursuit of Justice for a Rogue instead which enables more members to travel faster to the next mob.

    The Hardcore Route aka AOE'ing/Cleaving. (! Work in Progress !)

    The following is not suggested for the majority of players as it explores an avenue that requires deep knowledge of a dungeon and assumes all party member are on the same page and have good synergy with each other. To put it simply, it revolves around clumping up the majority/a lot of an instance's mobs in a corner or room and "nuking" them through AOE spells, such as: Cleave, Blizzard, Volley, etc... I will not include "ledge/platform aggroing" which is technique used to clump up mobs in specific locations as it differs for each server.


    Melee Cleave (Pre Level 30 suggested)

    Involves having 1 warrior tank, 2 warrior damage, 1 priest and 1 mage. The mage runs through the instance gathering aggro and once a substantial amount of mobs are pulled uses Ice Block. The tank warrior proceeds to aggro the mobs with Thunder Clap, Cleave, Challenging Shout and other warrior immediately follow with Cleave, Whirlwind, Sweeping Strike, etc...

    Spell Cleave (Level 30+ suggested)

    A mage uses Blink and Arcane Explosion to gather aggro on nearby mobs as he runs through the dungeon. Casting Frost Nova to slow down the cluster of targets so other party members can catch up. At a certain agreed upon numbers of mobs, the pulling mage can Ice Blockand other mages will start casting Blizzard to gain aggro and simply burst down the mobs. If a warlock is present and level 22: A warlock's Eye of Kilrog can be used to pull mobs.
     
     


    If you enjoyed this guide and want to see more like it or are interested in other non-meta builds check out the Youtube: https://www.youtube.com/caperfin
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  • Initiate

    I may be blind but you wrote nothing about priest.


  • Initiate

    Seriously tight summary. Priests are healbots. He said to replace them with paladin or drood.